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ordoor/cmd/view-map/main.go

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package main
import (
"flag"
"fmt"
"log"
"math"
"os"
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"path/filepath"
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"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
"ur.gs/ordoor/internal/conv"
"ur.gs/ordoor/internal/data"
"ur.gs/ordoor/internal/maps"
"ur.gs/ordoor/internal/sets"
"ur.gs/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
mapFile = flag.String("map", "", "Prefix path to a .map file, e.g. ./orig/Maps/Chapter01.MAP")
txtFile = flag.String("txt", "", "Prefix path to a .txt file, e.g. ./orig/Maps/Chapter01.txt")
)
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type env struct {
gameMap *maps.GameMap
set *sets.MapSet
objects map[string]*conv.Object
sprites map[string][]*pixel.Sprite
batch *pixel.Batch
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}
type state struct {
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env *env
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step int
fpsTicker <-chan time.Time
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cam pixel.Matrix
camPos pixel.Vec
zoom float64
rot float64
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zIdx int
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}
func main() {
flag.Parse()
if *gamePath == "" || *mapFile == "" || *txtFile == "" {
flag.Usage()
os.Exit(1)
}
gameMap, err := maps.LoadGameMapByFiles(*mapFile, *txtFile)
if err != nil {
log.Fatalf("Couldn't load map file: %v", err)
}
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setFile := filepath.Join(*gamePath, "Sets", gameMap.MapSetFilename())
log.Println(setFile)
mapSet, err := sets.LoadSet(setFile)
if err != nil {
log.Fatalf("Couldn't load set file %s: %v", setFile, err)
}
rawObjs := []*data.Object{}
for _, name := range mapSet.Palette {
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
obj, err := data.LoadObject(objFile)
if err != nil {
log.Fatalf("Failed to load %s: %v", name, err)
}
obj.Name = name
rawObjs = append(rawObjs, obj)
}
objects, spritesheet := conv.ConvertObjects(rawObjs)
batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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env := &env{
gameMap: gameMap,
set: mapSet,
objects: conv.MapByName(objects),
batch: batch,
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}
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// The main thread now belongs to pixelgl
pixelgl.Run(env.run)
}
func (e *env) run() {
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title := "View Map " + *mapFile
win, err := ui.NewWindow(title + " | FPS: ?")
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
pWin := win.PixelWindow
state := &state{
env: e,
// camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
// camPos: pixel.V(float64(3700), float64(0)),
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zoom: 1.0,
rot: 0.785,
step: -1,
fpsTicker: time.Tick(time.Second),
}
pWin.SetSmooth(true)
win.Run(func() {
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oldState := *state
state = state.runStep(pWin)
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if oldState != *state || oldState.step == -1 {
log.Printf("zoom=%.2f rot=%.4f zIdx=%v camPos=%#v", state.zoom, state.rot, state.zIdx, state.camPos)
state.present(pWin)
}
state.step += 1
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select {
case <-state.fpsTicker:
pWin.SetTitle(fmt.Sprintf("%s | FPS: %d", title, state.step))
state.step = 0
default:
}
})
}
func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error) {
// There seems to be an active bit that hides many sins
if !ref.IsActive() {
return nil, nil
}
if ref.Index() >= len(palette) {
return nil, fmt.Errorf("Palette too small: %v requested", ref.Index())
}
name := palette[ref.Index()]
obj := e.objects[name]
if obj == nil {
return nil, fmt.Errorf("Failed to find surface sprite %#v -> %q", ref, name)
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}
if ref.Sprite() >= len(obj.Sprites) {
return nil, fmt.Errorf("Out-of-index sprite %v requested for %v", ref.Sprite(), name)
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}
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return obj.Sprites[ref.Sprite()], nil
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}
func (s *state) present(pWin *pixelgl.Window) {
pWin.Clear(colornames.Black)
s.env.batch.Clear()
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center := pWin.Bounds().Center()
cam := pixel.IM
cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Scaled(center, s.zoom) // apply current zoom factor
cam = cam.Moved(center.Sub(s.camPos)) // Make it central
s.cam = cam
pWin.SetMatrix(cam)
// TODO: we should be able to perform bounds clipping on these
minX := int(s.env.gameMap.MinWidth)
maxX := int(s.env.gameMap.MaxWidth)
minY := int(s.env.gameMap.MinLength)
maxY := int(s.env.gameMap.MaxLength)
minZ := 0
maxZ := int(s.zIdx) + 1
for z := minZ; z < maxZ; z++ {
for y := minY; y < maxY; y++ {
for x := minX; x < maxX; x++ {
s.renderCell(x, y, z, s.env.batch)
}
}
}
s.env.batch.Draw(pWin)
pWin.Update()
}
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func (s *state) renderCell(x, y, z int, target pixel.Target) {
var sprites []*conv.Sprite
cell := s.env.gameMap.Cells.At(x, y, z)
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Surface); err != nil {
log.Printf("%v %v %v surface: %v", x, y, z, err)
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} else if spr != nil {
sprites = append(sprites, spr)
}
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Center); err != nil {
log.Printf("%v %v %v center: %v", x, y, z, err)
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} else if spr != nil {
sprites = append(sprites, spr)
}
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Left); err != nil {
log.Printf("%v %v %v left: %v", x, y, z, err)
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} else if spr != nil {
sprites = append(sprites, spr)
}
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Right); err != nil {
log.Printf("%v %v %v right: %v", x, y, z, err)
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} else if spr != nil {
sprites = append(sprites, spr)
}
// Taking the Z index away *seems* to draw the object in the correct place.
// FIXME: There are some artifacts, investigate more
fX := float64(x)
fY := float64(y)
iso := s.cellToPix(pixel.V(fX, fY))
iso = iso.Add(pixel.Vec{0.0, -float64(z * 48.0)})
for _, sprite := range sprites {
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sprite.Spr.Draw(target, pixel.IM.Moved(iso))
}
}
var (
cellWidth = 64.0
cellHeight = 64.0
)
// Doesn't take the camera or Z level into account
func (s *state) cellToPix(cell pixel.Vec) pixel.Vec {
return pixel.V(
(cell.X-cell.Y)*cellWidth,
(cell.X+cell.Y)*cellHeight/2.0,
)
}
// Doesn't take the camera or Z level into account
func (s *state) pixToCell(pix pixel.Vec) pixel.Vec {
return pixel.V(
pix.Y/cellHeight+pix.X/(cellWidth*2.0),
pix.Y/cellHeight-pix.X/(cellWidth*2.0),
)
}
func (s *state) runStep(pWin *pixelgl.Window) *state {
newState := *s
newState.handleKeys(pWin)
return &newState
}
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func (s *state) handleKeys(pWin *pixelgl.Window) {
// Do this first to avoid taking the below mutations into account
// FIXME: this suggests we should pass the next state into here and
// modify it instead
if pWin.JustPressed(pixelgl.MouseButton1) {
if s.zIdx != 0 {
log.Printf("WARNING: z-index not yet taken into account")
}
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log.Printf("cam: %#v", s.cam)
pos := s.pixToCell(s.cam.Unproject(pWin.MousePosition()))
log.Printf("X=%v Y=%v, zIdx=%v", pos.X, pos.Y, s.zIdx)
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cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx)
log.Printf("Cell=%#v", cell)
}
if pWin.Pressed(pixelgl.KeyLeft) {
s.camPos.X -= 64
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}
if pWin.Pressed(pixelgl.KeyRight) {
s.camPos.X += 64
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}
if pWin.Pressed(pixelgl.KeyDown) {
s.camPos.Y -= 64
}
if pWin.Pressed(pixelgl.KeyUp) {
s.camPos.Y += 64
}
for i := 1; i <= 7; i++ {
if pWin.JustPressed(pixelgl.Key0 + pixelgl.Button(i)) {
s.zIdx = i - 1
}
}
if pWin.Pressed(pixelgl.KeyMinus) {
s.rot -= 0.001
}
if pWin.Pressed(pixelgl.KeyEqual) {
s.rot += 0.001
}
// Zoom in and out with the mouse wheel
s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
}